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EDG电竞俱乐部关联公司逃避缴纳税款被罚
Zhong Guo Xin Wen Wang· 2026-01-13 14:46
中新网1月13日电(记者吴家驹)国家税务总局上海市税务局网站显示,近日,EDG电竞俱乐部关联公司上海阳川电子科技有限公司,因逃避缴纳税款,在账 簿上多列支出,被国家税务总局上海市税务局第一稽查局行政处罚,处罚结果为:处少缴税款百分之五十的罚款53890.93元。 图自国家税务总局上海市税务局网站 国家企业信用信息公示系统显示,上海阳川电子科技有限公司成立于2011年9月,注册资本240万人民币,法定代表人为潘逸斌。 天眼查网站显示,目前,上海阳川电子科技有限公司共有44条自身风险,85条周边风险,5条历史风险,以及135条预警提醒。 公开资料显示,EDG电子竞技俱乐部(EDward Gaming,简称EDG)是一家中国电子竞技俱乐部,成立于2013年,旗下拥有英雄联盟、王者荣耀、无畏契约、 穿越火线等分部。(完) (文章来源:中国新闻网) ...
2025手游数据出炉:中国头部发行商占全球35%份额 合成类手游成最大亮点
Xin Hua Cai Jing· 2026-01-13 10:53
头部厂商凭借经典产品与新品迭代,持续保持较高收入水平。腾讯继续位居全球手游发行商收入榜首, 旗下《王者荣耀》《和平精英》等产品表现稳定。其中,迎来上线十周年的《王者荣耀》通过持续的版 本更新与运营活动,年收入超过20亿美元,同比增长5%。同时,腾讯的射击类手游新作《三角洲行 动》在2025年增长显著,收入同比大幅提升,成为该公司年度收入增长的重要动力。 在成熟市场中发现并把握结构性机遇,是中国厂商2025年的突出特点。其中,合成类手游赛道增长显 著,全球市场规模同比增长95%,达到24亿美元。点点互动推出的合成类手游《Tasty Travels: Merge Game》(《食光旅行》)收入增长迅速,与其长期位居出海收入榜首的策略游戏《Whiteout Survival》 (《无尽冬日》)共同推动公司年收入增长87%,升至中国发行商收入榜第二位。专注于合成品类的柠 檬微趣,旗下多款产品收入增长明显,公司年收入由此提升165%,排名升至第四。 新华财经上海1月13日电1月13日,市场研究机构Sensor Tower发布"2025年中国手游发行商全球收入榜及 出海手游收入榜"。数据显示,2025年全球手游市场收入为 ...
粤港澳大湾区灯会2月10日南沙启幕,将推出吃喝玩乐购优惠
Nan Fang Du Shi Bao· 2026-01-13 09:04
"喜洋洋""乐融融"也来助阵 五大篇章体验跨越古今的视听盛宴 南沙区委常委、宣传部部长欧阳健华在会上介绍,2025年首届大湾区灯会,以超71万人次的游客接待 量、近40亿次的全网曝光量,成为广大游客难忘的春节记忆,成功塑造了湾区文旅新品牌。本届灯会, 以"湾区同心·华彩千秋"为主题,展区面积800亩,主游线路全长2.5公里;在灯光体验上拓维升级,设置 了上百组大型主题灯景,安排近千场特色演艺活动,旨在打造立足湾区、辐射全国、对话世界的标志性 文化盛宴。 据介绍,本届灯会,以光影为主轴,沿"时光之河"展开,设计了"星河驰骋,骏马腾云""绿野仙踪,生 态和鸣""逍遥天地,数智未来""千年一梦,烟火人间""同根同源,湾区和韵"五大篇章的内容。构建一 座日月同辉、未来光影的人文之城,绘就一幅大湾区融合发展的全景图。 欧阳健华表示,本届灯会,既是一场璀璨的文化盛宴,更是一个驱动创新、促进合作的活力平台。在文 化维度上,首次启动"共绘湾区"创意征集活动,从3000多名粤港澳青少年的设计中,精选11组优秀作 品,制作成实体灯组,实现粤港澳三地协同创作。联动王者荣耀、剑网3等知名动漫IP,引入"中哈音乐 节"、珠江春晚等,让 ...
Sensor Tower:2025TOP30中国手游发行商全球吸金233亿美元 同比基本持平
Zhi Tong Cai Jing· 2026-01-13 05:52
Core Insights - Global mobile game revenue is projected to grow slightly by 1.3% to $82.3 billion in 2025, with the top 30 Chinese mobile game publishers generating $23.3 billion, maintaining a steady revenue level compared to 2024, accounting for 35% of the total revenue of the top 100 mobile game publishers [1] Group 1: Top Publishers and Their Performance - Tencent remains the top global mobile game publisher in 2025, with flagship titles like "Honor of Kings" and "PUBG MOBILE" contributing to its success, achieving over $2 billion in revenue from "Honor of Kings," marking a 5% year-on-year growth [2] - Point2 Interactive experienced explosive growth with a 87% increase in global revenue, securing the second position in the revenue rankings, driven by the success of "Whiteout Survival," which saw a 45% revenue increase to $2.1 billion [2] - Lemon Microfun's revenue surged by 165%, making it the leader in the merging game segment, with its flagship title "Gossip Harbor" achieving a 242% revenue increase [3] Group 2: Growth of Game Segments - The merging game segment has seen explosive growth, with a 95% year-on-year increase in 2025, reaching a market size of over $2.4 billion, becoming a core strategic focus for publishers [3] - Heavy strategy games are driving market growth through innovative "SLG+X" gameplay, with global strategy game revenue increasing by 20% to over $20 billion in 2025, particularly strong growth in the U.S., Japan, and South Korea [4] - Hybrid casual games are also gaining traction, with significant contributions from titles like "Archero 2," which saw a 630% revenue increase, and "Capybara Go!" generating $140 million [5] Group 3: Notable New Entrants and Rankings - The 2025 overseas mobile game revenue rankings saw new entries such as "Kingshot" and "Lands of Jail," with "Merge Cooking" achieving a remarkable 267% revenue increase, entering the top 30 for the first time [7][8] - The top 30 Chinese mobile game publishers also include 34 other companies like Mattel163 and ONEMT, indicating a diverse and competitive market landscape [6]
12月全球手游收入Top20:金铲铲第14,恋与深空第15,三角洲第17
3 6 Ke· 2026-01-12 01:32
近日,外媒Mobilegamer.biz发布了2025年12月的全球手游收入榜。(注:数据来源AppMagic,统计范围不包 括第三方安卓渠道、网页商店及广告收入,且已扣除平台分成) 具体来看,2025年最后一个月,《LastWar》以显著优势登顶本期全球手游畅销榜,大幅领先于第二名的 《Roblox》。这是该游戏第五次单月营收突破1.41亿美元大关,12月最大消费市场来自美国(约6200万美 元),其次是日本(约3000万美元),韩国以约900万美元位居第三。 对于Funfly的这款热门4X策略手游来说,12月是个好月份——2024年12月,该游戏曾创下1.52亿美元的历史 最高单月营收纪录。 《Roblox》在12月的营收同样可观,但未能重现今年夏季围绕"Steal A Brainrot"与"Grow A Garden"两大玩法 引发的全民热潮。 通常在学校假期会出现的营收暴涨现象并没有如期上演,其营收较11月及去年同期均略有增长——2025年12 月,该游戏营收约1.19亿美元,较2024年同期单月营收增长约800万美元。 Scopely的《Monopoly Go》在11月和12月的营收均出现明显下滑, ...
传媒行业周报系列 2026 年第 2 周:腾讯推出AI小程序成长计划,监管启动外卖反垄断调查-20260111
HUAXI Securities· 2026-01-11 12:52
证券研究报告|行业研究周报 [Table_Date] 2026 年 1 月 11 日 [Table_Title] 腾讯推出 AI 小程序成长计划,监管启动外卖 反垄断调查 [Table_Title2] 传媒行业周报系列 2026 年第 2 周 [Table_Summary] ►市场行情回顾 2026 年第2周(实际交易日为 2026.1.5-2026.1.9)上证指 数上涨 3.82%,沪深 300 指数上涨 2.79%,创业板指数上涨 3.89%。恒生指数下跌0.27%,恒生互联网指数下跌0.41%, 行业落后恒生指数 0.13pct。SW 传媒指数上涨 13.1%,领先 创业板指数 9.21pct,在申万一级 31 个行业涨跌幅排名中 位列第 3 位。子行业中出版、广电和互联网服务位列前三 位,分别为上涨 19.4%、上涨 14.8%和上涨 14.05%。 ►核心观点&投资建议 腾讯推出 AI 小程序成长计划,通过平台资源整合加速 AI 应用生态落地。据微信官网,微信于 1 月 5 日正式推出 AI 应用及线上工具小程序成长计划,为开发者提供为期一年 的云开发资源、免费 AI 算力、数据分析、流量激励及更 ...
2025年中国游戏成绩单:找到对抗周期的密码
3 6 Ke· 2026-01-09 12:28
Core Insights - The Chinese gaming industry has shown stable growth despite a lack of blockbuster new releases in 2025, indicating maturity and resilience against cyclical downturns [1][27] - Tencent maintained its leading position in global mobile game revenue, with significant contributions from its long-standing titles like "Honor of Kings" and "Peacekeeper Elite" [3][5] - The absence of new hits in 2025 is attributed to the high production costs and long development cycles of new games, making it difficult for newcomers to compete with established titles [9][14] Group 1: Industry Performance - The Chinese gaming market achieved a 10.23% growth in overseas revenue despite a stagnating global gaming industry [17] - The top five Chinese game publishers in terms of global revenue included Tencent, DianDian Interactive, NetEase, Lemon Microfun, and miHoYo, with Tencent leading the pack [3][20] - The performance of "Honor of Kings" was particularly notable, generating over $1.6 billion in revenue and dominating the global mobile game revenue charts for eight months [3][5] Group 2: Game Development Trends - The long-standing games strategy has proven effective, allowing companies to maintain cash flow and user engagement during market stagnation [7][27] - The development costs for new games have increased significantly, leading to longer production times and fewer new releases [14][27] - The second year of decline in the two-dimensional game segment, with a 3.64% drop in revenue, highlights the challenges faced by this niche [11][24] Group 3: Market Dynamics - The success of established titles has created a high barrier for new entrants, limiting opportunities for smaller developers [9][16] - The SLG (Simulation and Strategy Game) genre remains a strong performer in overseas markets, with titles like "Whiteout Survival" achieving over $4 billion in cumulative revenue [20][22] - The rise of female gamers has been identified as a new growth engine in the gaming market, supporting the success of titles like "Love and Deep Space" [13][24]
机构称游戏行业景气度有望在2026年延续,游戏ETF(159869)早盘震荡攀升
Mei Ri Jing Ji Xin Wen· 2026-01-09 05:37
Group 1 - The gaming sector experienced a morning rally, with the gaming ETF (159869) turning from decline to an increase of over 0.5%. Key stocks such as Borui Broadcasting, Zhejiang Shuju, and Perfect World saw significant gains, while companies like 37 Interactive Entertainment faced declines [1] - As of January 8, the ETF's scale reached 14.103 billion, providing investors with a convenient tool to invest in leading A-share gaming companies [1] - Eight departments jointly issued the "Implementation Opinions on the Special Action of 'Artificial Intelligence + Manufacturing'," aiming to promote the deep integration of AI and manufacturing, which is expected to accelerate AI application penetration in the B-end market [1] Group 2 - According to GF Securities, the gaming industry's prosperity is expected to continue until 2026, driven by strong fundamentals. Tencent's gaming fundamentals are improving, with "Delta Action" anticipated to become a major long-term game alongside "Honor of Kings" and "Peace Elite" [2] - Bilibili's self-developed game "Shining! Luming" is in the testing recruitment phase, expected to gradually release new games by 2026, enhancing its product portfolio [2] - The gaming sector is catalyzed by multiple factors including AI, content, and commercialization model transformations, with the gaming ETF (159869) tracking the performance of A-share listed companies in the animation and gaming industry [2]
游戏ETF(516010)昨日净流入近7000万元,游戏行业景气度有望在2026年延续
Mei Ri Jing Ji Xin Wen· 2026-01-09 03:19
风险提示:提及个股仅用于行业事件分析,不构成任何个股推荐或投资建议。指数等短期涨跌仅供 参考,不代表其未来表现,亦不构成对基金业绩的承诺或保证。观点可能随市场环境变化而调整,不构 成投资建议或承诺。提及基金风险收益特征各不相同,敬请投资者仔细阅读基金法律文件,充分了解产 品要素、风险等级及收益分配原则,选择与自身风险承受能力匹配的产品,谨慎投资。 每日经济新闻 【免责声明】本文仅代表作者本人观点,与和讯网无关。和讯网站对文中陈述、观点判断保持中立,不对所包含内容 的准确性、可靠性或完整性提供任何明示或暗示的保证。请读者仅作参考,并请自行承担全部责任。邮箱: news_center@staff.hexun.com 广发证券指出,传媒行业中,游戏行业景气度有望在2026年延续,持续看好基本面驱动下的板块表 现。腾讯游戏基本面边际向上,《三角洲行动》有望成为继《王者荣耀》和《和平精英》之后的第三大 长青游戏;哔哩哔哩自研捉宠游戏《闪耀吧!噜咪》开启测试招募,预计26年逐步释放游戏新品,产品 储备更为丰富。恺英网络等公司产品长线能力突出,业绩增长具备持续性;三七互娱、完美世界等新游 储备丰富,新产品上线有望带动业绩提 ...
“电竞嘉年华”催生深圳消费新浪潮
Sou Hu Cai Jing· 2026-01-08 05:15
Core Insights - Shenzhen successfully transformed online traffic into offline consumption through two major esports events and a carnival, attracting a large number of young people and creating a complete consumption loop from visual presentation to interactive participation and physical spending [1][2]. Group 1: Event Impact - The "Honor of Kings" carnival and the "Naraka: Bladepoint" world championship significantly engaged young audiences, shifting from mere observation to immersive experiences [1][2]. - The events featured a 17-day "Honor of Kings" carnival that transformed Shenzhen Talent Park into a themed town, incorporating giant inflatables, limited merchandise, and brand pop-up stores [2]. - The carnival's first weekend saw over 580,000 visitors in the Houhai area, setting a new record for daily foot traffic [6]. Group 2: Economic Effects - The esports events stimulated various sectors, with the Nanshan District Business Bureau investing 5 million yuan in consumer subsidies across categories like electronics and home appliances [7]. - The "Naraka: Bladepoint" event sold over 10,000 tickets within five minutes, with over 70% of attendees coming from outside the province, indicating strong tourism impact [11]. - The "Naraka: Bladepoint" event led to a 34% increase in foot traffic in the associated shopping district compared to the previous week [12]. Group 3: Industry Development - Shenzhen's gaming industry is robust, with the Nanshan District's gaming and esports sector generating over 100 billion yuan, accounting for over 80% of the city's total [13]. - The city aims to become a leading global gaming innovation hub, with plans to enhance support for the gaming industry through various financial incentives [13][14]. - By 2025, Shenzhen's gaming industry revenue is projected to reach 150 billion yuan, with significant contributions from both domestic and international markets [14]. Group 4: Infrastructure and Challenges - Despite its growth, Shenzhen faces challenges in professional esports venue availability, relying on existing sports facilities for major events [15]. - The city is working to address this gap by introducing policies to attract talent and support esports clubs, with financial incentives for hosting major events [15]. - The establishment of the first esports cultural and creative park, "Shangzuo Spark," aims to provide dedicated spaces for events and training, enhancing the local esports ecosystem [16].